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Public API Reference |
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Animation-related types. More...
Classes | |
class | AnimatedMeshState |
Holds the state of an animesh skeleton for a frame, ie the position and rotation of each bone of the skeleton. More... | |
class | AnimNodeManagerCommon |
Template class for animation node plugin managers. More... | |
struct | BoneMapping |
This class holds the mapping between the bones of a source and a target skeleton. More... | |
class | BVHMocapParser |
Tool for parsing BVH (BioVision Hierarchical data) motion capture ressource files. More... | |
struct | iBodyBone |
A body bone holds the physical description of the bone of an animated mesh. More... | |
struct | iBodyBoneCollider |
These are the properties of the collider associated to a bone. More... | |
struct | iBodyBoneJoint |
These are the properties of the joint associated to a bone. More... | |
struct | iBodyBoneProperties |
These are the main properties of a bone's rigid body. More... | |
struct | iBodyChain |
A body chain is a subtree of the skeleton of an animated mesh. More... | |
struct | iBodyChainNode |
A node in a body chain tree. More... | |
struct | iBodyManager |
A class to manage the creation and deletion of bodies' skeletons. More... | |
struct | iBodySkeleton |
This class holds the physical description of the skeleton of an animated mesh. More... | |
struct | iFurAnimatedMeshControl |
Animation controller for animated mesh. More... | |
struct | iFurAnimationControl |
Simple Animation Controller. More... | |
struct | iFurPhysicsControl |
Controller that updates the iFurMesh's geometry. More... | |
struct | iSkeleton |
A skeleton instance defines the state of a CS::Mesh::iAnimatedMesh. More... | |
struct | iSkeletonAnimation |
Data structure for raw skeletal animations. More... | |
struct | iSkeletonAnimationNode |
Raw animation node. More... | |
struct | iSkeletonAnimationNodeFactory |
Factory for raw animation nodes. More... | |
struct | iSkeletonAnimCallback |
A callback to be implemented if you want to be notified when the state of an animation or animation tree is changed. More... | |
struct | iSkeletonAnimNode |
Base type for the animation nodes in the hierarchical blending tree of the skeletal animation system. More... | |
struct | iSkeletonAnimNodeFactory |
Base type for nodes in the hierarchical blending tree factory of the skeletal animation system. More... | |
struct | iSkeletonAnimNodeManager |
Template for an animation node manager. More... | |
struct | iSkeletonAnimPacket |
An animation packet instance. More... | |
struct | iSkeletonAnimPacketFactory |
Defines a factory for a skeletal animation packet (iSkeletonAnimPacket). More... | |
struct | iSkeletonBlendNode |
An animation node that blends together the sub-nodes based on their weights. More... | |
struct | iSkeletonBlendNodeFactory |
Factory for blend nodes, ie nodes which blend together any number of sub-nodes. More... | |
struct | iSkeletonDebugNode |
An animation node that let visualize the dynamics of any animation node. More... | |
struct | iSkeletonDebugNodeFactory |
Factory for the 'debug' animation node (see CS::Animation::iSkeletonDebugNode). More... | |
struct | iSkeletonDebugNodeManager |
A class to manage the creation and deletion of debug animation node factories. More... | |
struct | iSkeletonFactory |
A skeleton factory is an object defining the base pose and topology from which CS::Animation::iSkeleton instances can be created. More... | |
struct | iSkeletonFSMNode |
An animation node that uses a Finite State Machine (FSM) to determine the animation to be played. More... | |
struct | iSkeletonFSMNodeFactory |
Factory for Finite State Machine (FSM) animation nodes. More... | |
struct | iSkeletonIKCCDNode |
An implementation of the CS::Animation::iSkeletonIKNodeFactory based on a quaternion version of the Cyclic Coordinate Descent algorithm. More... | |
struct | iSkeletonIKCCDNodeFactory |
An implementation of the CS::Animation::iSkeletonIKNodeFactory based on a quaternion version of the Cyclic Coordinate Descent algorithm. More... | |
struct | iSkeletonIKNode |
An animation node that generates an animation for a sub-part of the skeleton (a CS::Animation::iBodyChain) by specifying some geometrical constraints on the effectors placed on the skeleton. More... | |
struct | iSkeletonIKNodeFactory |
Factory for the Inverse Kinematics animation node. More... | |
struct | iSkeletonIKNodeManager |
A class to manage the creation and deletion of Inverse Kinematics animation node factories. More... | |
struct | iSkeletonIKPhysicalNode |
An implementation of the CS::Animation::iSkeletonIKNode based on physical simulation. More... | |
struct | iSkeletonIKPhysicalNodeFactory |
An implementation of the CS::Animation::iSkeletonIKNodeFactory based on physical simulation. More... | |
struct | iSkeletonLookAtListener |
A listener to be implemented if you want to be notified when the target has been reached or lost. More... | |
struct | iSkeletonLookAtNode |
An animation node that controls a bone of an animesh in order to make it look at a target. More... | |
struct | iSkeletonLookAtNodeFactory |
Factory for the 'LookAt' animation node. More... | |
struct | iSkeletonLookAtNodeManager |
A class to manage the creation and deletion of 'LookAt' animation node factories. More... | |
struct | iSkeletonManager |
Skeletal system base object, representing the entire skeletal and skeletal animation system. More... | |
struct | iSkeletonPriorityNode |
An animation node that blends together the sub-nodes based on their priority. More... | |
struct | iSkeletonPriorityNodeFactory |
Factory for priority blend nodes, ie nodes blending sub-nodes on the base of their current priority. More... | |
struct | iSkeletonRagdollNode |
An animation node that interacts with the dynamic simulation in order to control the animation of the animated mesh, and/or in order to make the mesh collide with the rigid bodies of the simulation. More... | |
struct | iSkeletonRagdollNodeFactory |
Factory for the ragdoll animation node. More... | |
struct | iSkeletonRagdollNodeManager |
A class to manage the creation and deletion of ragdoll animation node factories. More... | |
struct | iSkeletonRandomNode |
An animation node that selects randomly the sub-nodes to be played. More... | |
struct | iSkeletonRandomNodeFactory |
Factory for blending nodes playing randomly their sub-nodes. More... | |
struct | iSkeletonRetargetNode |
An animation node that can retarget an animation from one skeleton to another. More... | |
struct | iSkeletonRetargetNodeFactory |
Factory for the 'Retarget' animation node. More... | |
struct | iSkeletonRetargetNodeManager |
A class to manage the creation and deletion of 'Retarget' animation node factories. More... | |
struct | iSkeletonSpeedNode |
An animation node that takes some animations of the animesh moving at different speed (eg idle, walking, running), and blend them to achieve any custom speed. More... | |
struct | iSkeletonSpeedNodeFactory |
Factory for the 'speed' animation node. More... | |
struct | iSkeletonSpeedNodeManager |
A class to manage the creation and deletion of speed animation node factories. More... | |
struct | iSoftBodyAnimationControl |
Animation control for a genmesh animated by a CS::Physics::Bullet::iSoftBody. More... | |
struct | iSoftBodyAnimationControlFactory |
Animation control factory for a genmesh animated by a CS::Physics::Bullet::iSoftBody. More... | |
struct | iSoftBodyAnimationControlType |
Animation control type for a genmesh animated by a CS::Physics::Bullet::iSoftBody. More... | |
class | MocapParser |
Tool for parsing motion capture ressource files and importing them into an animation data suitable for the CS::Mesh::iAnimatedMesh. More... | |
struct | MocapParserResult |
Return structure for CS::Animation::MocapParser::ParseData() More... | |
struct | NameBoneMappingHelper |
This helper class can generate a bone mapping by simply taking the corresponding bones that have the same name. More... | |
class | SkeletonAnimNodeFactory |
Base implementation of a CS::Animation::iSkeletonAnimNodeFactory. More... | |
class | SkeletonAnimNodeFactoryMulti |
Base implementation of a CS::Animation::iSkeletonAnimNodeFactory with more than one child. More... | |
class | SkeletonAnimNodeFactorySingle |
Base implementation of a CS::Animation::iSkeletonAnimNodeFactory with a single child. More... | |
class | SkeletonAnimNodeSingle |
Base implementation of a CS::Animation::iSkeletonAnimNode with a single child. More... | |
class | SkeletonAnimNodeSingleBase |
Methods of SkeletonAnimNodeSingle not dependent on the factory type. More... | |
Typedefs | |
typedef unsigned int | EffectorID |
Identifier for an effector within an Inverse Kinematics animation node. | |
Enumerations | |
enum | RagdollState { STATE_INACTIVE = 0, STATE_DYNAMIC, STATE_KINEMATIC } |
The physical state of a body chain. More... | |
enum | SkeletonDebugMode { DEBUG_NONE = 0, DEBUG_2DLINES = 1 << 1, DEBUG_SQUARES = 1 << 2, DEBUG_IMAGES = 1 << 3, DEBUG_BBOXES = 1 << 4 } |
The visualization mode to be used by the CS::Animation::iSkeletonDebugNode. More... | |
Skeletal animation | |
enum | SynchronizationMode { SYNC_NONE, SYNC_FIRSTFRAME } |
Different synchronization modes. More... | |
typedef unsigned int | ChannelID |
Identifier for a channel within an animation. | |
typedef unsigned int | KeyFrameID |
Identifier for a keyframe within an animation channel. | |
typedef unsigned int | StateID |
Identifier for a state within a FSM animation node. | |
static const ChannelID | InvalidChannelID = (ChannelID)~0 |
ID for an invalid channel. | |
static const KeyFrameID | InvalidKeyframeID = (KeyFrameID)~0 |
ID for an invalid keyframe number. | |
static const StateID | InvalidStateID = (StateID)~0 |
ID for an invalid state. | |
Skeleton | |
typedef size_t | BoneID |
Identifier for single bone data. | |
static const BoneID | InvalidBoneID = (BoneID)~0 |
ID for an invalid bone. |
Animation-related types.
typedef unsigned int CS::Animation::EffectorID |
The physical state of a body chain.
The visualization mode to be used by the CS::Animation::iSkeletonDebugNode.